3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
9 #include "../navigation.qh"
10 #include "../scripting.qh"
11 #include "../waypoints.qh"
13 #include <common/constants.qh>
14 #include <common/impulses/all.qh>
15 #include <common/net_linked.qh>
16 #include <common/physics/player.qh>
17 #include <common/state.qh>
18 #include <common/items/_mod.qh>
19 #include <common/wepent.qh>
21 #include <common/triggers/teleporters.qh>
22 #include <common/triggers/trigger/jumppads.qh>
24 #include <lib/warpzone/common.qh>
28 void havocbot_ai(entity this)
33 if(bot_execute_commands(this))
36 if (bot_strategytoken == this)
37 if (!bot_strategytoken_taken)
39 if(this.havocbot_blockhead)
41 this.havocbot_blockhead = false;
45 if (!this.jumppadcount && !STAT(FROZEN, this))
46 this.havocbot_role(this); // little too far down the rabbit hole
49 // if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
50 if(!(IS_DEAD(this) || STAT(FROZEN, this)))
52 if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
54 // Look for the closest waypoint out of water
55 entity newgoal = NULL;
56 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
58 if(it.origin.z < this.origin.z)
61 if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
64 if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
67 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
69 if(trace_fraction < 1)
72 if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
78 // te_wizspike(newgoal.origin);
79 navigation_pushroute(this, newgoal);
83 // token has been used this frame
84 bot_strategytoken_taken = true;
87 if(IS_DEAD(this) || STAT(FROZEN, this))
90 havocbot_chooseenemy(this);
92 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
94 .entity weaponentity = weaponentities[slot];
95 if(this.(weaponentity).m_weapon != WEP_Null || slot == 0)
96 if(this.(weaponentity).bot_chooseweapontime < time)
98 this.(weaponentity).bot_chooseweapontime = time + autocvar_bot_ai_chooseweaponinterval;
99 havocbot_chooseweapon(this, weaponentity);
104 if (this.bot_aimtarg)
106 this.aistatus |= AI_STATUS_ATTACKING;
107 this.aistatus &= ~AI_STATUS_ROAMING;
111 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
113 PHYS_INPUT_BUTTON_ATCK(this) = false;
114 PHYS_INPUT_BUTTON_ATCK2(this) = false;
118 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
120 .entity weaponentity = weaponentities[slot];
121 Weapon w = this.(weaponentity).m_weapon;
122 if(w == WEP_Null && slot != 0)
124 w.wr_aim(w, this, weaponentity);
125 if(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) // TODO: what if we didn't fire this weapon, but the previous?
126 this.(weaponentity).lastfiredweapon = this.(weaponentity).m_weapon.m_id;
132 if(IS_PLAYER(this.bot_aimtarg))
133 bot_aimdir(this, this.bot_aimtarg.origin + this.bot_aimtarg.view_ofs - this.origin - this.view_ofs , -1);
136 else if (this.goalcurrent)
138 this.aistatus |= AI_STATUS_ROAMING;
139 this.aistatus &= ~AI_STATUS_ATTACKING;
141 vector v = '0 0 0', now, next;
142 float aimdistance,skillblend,distanceblend,blend;
144 SET_DESTCOORDS(this.goalcurrent, this.origin, v);
145 if(this.goalcurrent.wpisbox)
147 // avoid a glitch when bot is teleported but teleport waypoint isn't removed yet
148 if(this.goalstack02 && this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT
149 && this.lastteleporttime > 0 && time - this.lastteleporttime < 0.15)
150 v = (this.goalstack02.absmin + this.goalstack02.absmax) * 0.5;
151 // aim to teleport origin if bot is inside teleport waypoint but hasn't touched the real teleport yet
152 else if(boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin, this.origin))
153 v = this.goalcurrent.origin;
155 next = now = v - (this.origin + this.view_ofs);
156 aimdistance = vlen(now);
158 //dprint(this.goalstack01.classname,etos(this.goalstack01),"\n");
160 this.goalstack01 != this && this.goalstack01 && !wasfreed(this.goalstack01) && ((this.aistatus & AI_STATUS_RUNNING) == 0) &&
161 !(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
163 next = ((this.goalstack01.absmin + this.goalstack01.absmax) * 0.5) - (this.origin + this.view_ofs);
165 skillblend=bound(0,(skill+this.bot_moveskill-2.5)*0.5,1); //lower skill player can't preturn
166 distanceblend=bound(0,aimdistance/autocvar_bot_ai_keyboard_distance,1);
167 blend = skillblend * (1-distanceblend);
168 //v = (now * (distanceblend) + next * (1-distanceblend)) * (skillblend) + now * (1-skillblend);
169 //v = now * (distanceblend) * (skillblend) + next * (1-distanceblend) * (skillblend) + now * (1-skillblend);
170 //v = now * ((1-skillblend) + (distanceblend) * (skillblend)) + next * (1-distanceblend) * (skillblend);
171 v = now + blend * (next - now);
172 //dprint(etos(this), " ");
173 //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
174 //v = now * (distanceblend) + next * (1-distanceblend);
175 if (this.waterlevel < WATERLEVEL_SWIMMING)
177 //dprint("walk at:", vtos(v), "\n");
178 //te_lightning2(NULL, this.origin, this.goalcurrent.origin);
179 bot_aimdir(this, v, -1);
181 havocbot_movetogoal(this);
183 // if the bot is not attacking, consider reloading weapons
184 if (!(this.aistatus & AI_STATUS_ATTACKING))
186 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
188 .entity weaponentity = weaponentities[slot];
190 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
193 // we are currently holding a weapon that's not fully loaded, reload it
194 if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
195 if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
196 CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
198 // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
199 // the code above executes next frame, starting the reloading then
200 if(skill >= 5) // bots can only look for unloaded weapons past this skill
201 if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
203 FOREACH(Weapons, it != WEP_Null, {
204 if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
206 this.(weaponentity).m_switchweapon = it;
215 void havocbot_keyboard_movement(entity this, vector destorg)
219 if (time > this.havocbot_keyboardtime)
221 float sk = skill + this.bot_moveskill;
222 this.havocbot_keyboardtime =
224 this.havocbot_keyboardtime
225 + 0.05 / max(1, sk + this.havocbot_keyboardskill)
226 + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
228 keyboard = CS(this).movement / autocvar_sv_maxspeed;
230 float trigger = autocvar_bot_ai_keyboard_threshold;
231 float trigger1 = -trigger;
233 // categorize forward movement
234 // at skill < 1.5 only forward
235 // at skill < 2.5 only individual directions
236 // at skill < 4.5 only individual directions, and forward diagonals
237 // at skill >= 4.5, all cases allowed
238 if (keyboard.x > trigger)
244 else if (keyboard.x < trigger1 && sk > 1.5)
259 if (keyboard.y > trigger)
261 else if (keyboard.y < trigger1)
266 if (keyboard.z > trigger)
268 else if (keyboard.z < trigger1)
273 this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
274 if (this.havocbot_ducktime > time)
275 PHYS_INPUT_BUTTON_CROUCH(this) = true;
278 keyboard = this.havocbot_keyboard;
279 float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
280 //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
281 CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
284 void havocbot_bunnyhop(entity this, vector dir)
286 float bunnyhopdistance;
289 vector gco = '0 0 0', gno;
291 // Don't jump when attacking
292 if(this.aistatus & AI_STATUS_ATTACKING)
295 if(IS_PLAYER(this.goalcurrent))
298 maxspeed = autocvar_sv_maxspeed;
300 if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
301 || this.aistatus & AI_STATUS_DANGER_AHEAD)
303 this.aistatus &= ~AI_STATUS_RUNNING;
304 PHYS_INPUT_BUTTON_JUMP(this) = false;
305 this.bot_canruntogoal = 0;
306 this.bot_timelastseengoal = 0;
310 if(this.waterlevel > WATERLEVEL_WETFEET)
312 this.aistatus &= ~AI_STATUS_RUNNING;
316 if(this.bot_lastseengoal != this.goalcurrent && !(this.aistatus & AI_STATUS_RUNNING))
318 this.bot_canruntogoal = 0;
319 this.bot_timelastseengoal = 0;
322 SET_DESTCOORDS(this.goalcurrent, this.origin, gco);
323 bunnyhopdistance = vlen(this.origin - gco);
325 // Run only to visible goals
326 if(IS_ONGROUND(this))
327 if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
328 if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
330 this.bot_lastseengoal = this.goalcurrent;
333 if(this.bot_timelastseengoal)
335 // for a period of time
336 if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
339 checkdistance = true;
341 // don't run if it is too close
342 if(this.bot_canruntogoal==0)
344 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
345 this.bot_canruntogoal = 1;
347 this.bot_canruntogoal = -1;
350 if(this.bot_canruntogoal != 1)
353 if(this.aistatus & AI_STATUS_ROAMING)
354 if(this.goalcurrent.classname=="waypoint")
355 if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
356 if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
357 if(this.goalstack01 && !wasfreed(this.goalstack01))
359 gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
360 deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
361 while (deviation.y < -180) deviation.y = deviation.y + 360;
362 while (deviation.y > 180) deviation.y = deviation.y - 360;
364 if(fabs(deviation.y) < 20)
365 if(bunnyhopdistance < vlen(this.origin - gno))
366 if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
368 if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
369 if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
371 checkdistance = false;
378 this.aistatus &= ~AI_STATUS_RUNNING;
379 // increase stop distance in case the goal is on a slope or a lower platform
380 if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
381 PHYS_INPUT_BUTTON_JUMP(this) = true;
385 this.aistatus |= AI_STATUS_RUNNING;
386 PHYS_INPUT_BUTTON_JUMP(this) = true;
392 this.bot_timelastseengoal = time;
397 this.bot_timelastseengoal = 0;
401 // Release jump button
402 if(!cvar("sv_pogostick"))
403 if((IS_ONGROUND(this)) == 0)
405 if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
406 PHYS_INPUT_BUTTON_JUMP(this) = false;
409 if(this.aistatus & AI_STATUS_RUNNING)
410 if(vlen(this.velocity)>maxspeed)
412 deviation = vectoangles(dir) - vectoangles(this.velocity);
413 while (deviation.y < -180) deviation.y = deviation.y + 360;
414 while (deviation.y > 180) deviation.y = deviation.y - 360;
416 if(fabs(deviation.y)>10)
417 CS(this).movement_x = 0;
420 CS(this).movement_y = maxspeed * -1;
421 else if(deviation.y<10)
422 CS(this).movement_y = maxspeed;
429 // return true when bot isn't getting closer to the current goal
430 bool havocbot_checkgoaldistance(entity this, vector gco)
432 float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
433 float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
434 float distance_time = this.goalcurrent_distance_time;
435 if(distance_time < 0)
436 distance_time = -distance_time;
437 if(curr_dist_z >= this.goalcurrent_distance_z && curr_dist_2d >= this.goalcurrent_distance_2d)
440 this.goalcurrent_distance_time = time;
441 else if (time - distance_time > 0.5)
446 // reduce it a little bit so it works even with very small approaches to the goal
447 this.goalcurrent_distance_z = max(20, curr_dist_z - 10);
448 this.goalcurrent_distance_2d = max(20, curr_dist_2d - 10);
449 this.goalcurrent_distance_time = 0;
454 void havocbot_movetogoal(entity this)
456 vector destorg = '0 0 0';
460 vector evadeobstacle;
466 //if (this.goalentity)
467 // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
468 CS(this).movement = '0 0 0';
469 maxspeed = autocvar_sv_maxspeed;
471 PHYS_INPUT_BUTTON_JETPACK(this) = false;
472 // Jetpack navigation
473 if(this.navigation_jetpack_goal)
474 if(this.goalcurrent==this.navigation_jetpack_goal)
477 if(autocvar_bot_debug_goalstack)
479 debuggoalstack(this);
480 te_wizspike(this.navigation_jetpack_point);
484 if (!(this.aistatus & AI_STATUS_JETPACK_FLYING))
486 // Brake almost completely so it can get a good direction
487 if(vdist(this.velocity, >, 10))
489 this.aistatus |= AI_STATUS_JETPACK_FLYING;
492 makevectors(this.v_angle.y * '0 1 0');
493 dir = normalize(this.navigation_jetpack_point - this.origin);
496 if(this.aistatus & AI_STATUS_JETPACK_LANDING)
498 // Calculate brake distance in xy
499 float d = vlen(vec2(this.origin - (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5));
500 float v = vlen(vec2(this.velocity));
501 float db = ((v ** 2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
502 //LOG_INFOF("distance %d, velocity %d, brake at %d ", ceil(d), ceil(v), ceil(db));
503 if(d < db || d < 500)
506 if(v > maxspeed * 0.3)
508 CS(this).movement_x = dir * v_forward * -maxspeed;
511 // Switch to normal mode
512 this.navigation_jetpack_goal = NULL;
513 this.aistatus &= ~AI_STATUS_JETPACK_LANDING;
514 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
518 else if(checkpvs(this.origin,this.goalcurrent))
520 // If I can see the goal switch to landing code
521 this.aistatus &= ~AI_STATUS_JETPACK_FLYING;
522 this.aistatus |= AI_STATUS_JETPACK_LANDING;
527 PHYS_INPUT_BUTTON_JETPACK(this) = true;
528 if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
530 CS(this).movement_x = dir * v_forward * maxspeed;
531 CS(this).movement_y = dir * v_right * maxspeed;
536 // Handling of jump pads
537 if(this.jumppadcount)
539 if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
541 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
542 navigation_poptouchedgoals(this);
545 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
547 // If got stuck on the jump pad try to reach the farthest visible waypoint
548 // but with some randomness so it can try out different paths
549 if(!this.goalcurrent)
551 entity newgoal = NULL;
552 IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
554 if(it.wpflags & WAYPOINTFLAG_TELEPORT)
555 if(it.origin.z < this.origin.z - 100 && vdist(vec2(it.origin - this.origin), <, 100))
558 traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
560 if(trace_fraction < 1)
563 if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
569 this.ignoregoal = this.goalcurrent;
570 this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
571 navigation_clearroute(this);
572 navigation_routetogoal(this, newgoal, this.origin);
573 if(autocvar_bot_debug_goalstack)
574 debuggoalstack(this);
575 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
580 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
581 if (this.origin.z > gco.z && vdist(vec2(this.velocity), <, autocvar_sv_maxspeed))
582 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
583 else if(havocbot_checkgoaldistance(this, gco))
585 navigation_clearroute(this);
586 navigation_goalrating_timeout_force(this);
594 if(time - this.lastteleporttime > 0.2 && this.velocity.z > 0)
596 vector velxy = this.velocity; velxy_z = 0;
597 if(vdist(velxy, <, autocvar_sv_maxspeed * 0.2))
599 LOG_TRACE("Warning: ", this.netname, " got stuck on a jumppad (velocity in xy is ", vtos(velxy), "), trying to get out of it now");
600 this.aistatus |= AI_STATUS_OUT_JUMPPAD;
605 // Don't chase players while using a jump pad
606 if(IS_PLAYER(this.goalcurrent) || IS_PLAYER(this.goalstack01))
610 else if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
611 this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
613 // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
614 if (skill > 6 && !(IS_ONGROUND(this)))
616 #define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
617 * ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
618 * ((this.invincible_finished < time) ? autocvar_g_balance_powerup_invincible_takedamage : 1)
620 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 -65536', MOVE_NOMONSTERS, this);
621 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos ))
622 if(this.items & IT_JETPACK)
624 tracebox(this.origin, this.mins, this.maxs, this.origin + '0 0 65536', MOVE_NOMONSTERS, this);
625 if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
627 if(this.velocity.z<0)
628 PHYS_INPUT_BUTTON_JETPACK(this) = true;
631 PHYS_INPUT_BUTTON_JETPACK(this) = true;
633 // If there is no goal try to move forward
635 if(this.goalcurrent==NULL)
638 dir = normalize(( ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5 ) - this.origin);
640 vector xyvelocity = this.velocity; xyvelocity_z = 0;
641 float xyspeed = xyvelocity * dir;
643 if(xyspeed < (maxspeed / 2))
645 makevectors(this.v_angle.y * '0 1 0');
646 tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
647 if(trace_fraction==1)
649 CS(this).movement_x = dir * v_forward * maxspeed;
650 CS(this).movement_y = dir * v_right * maxspeed;
652 havocbot_keyboard_movement(this, this.origin + dir * 100);
656 this.havocbot_blockhead = true;
660 else if(this.health + this.armorvalue > ROCKETJUMP_DAMAGE())
662 if(this.velocity.z < 0)
664 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
666 .entity weaponentity = weaponentities[slot];
668 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
671 if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
673 CS(this).movement_x = maxspeed;
675 if(this.rocketjumptime)
677 if(time > this.rocketjumptime)
679 PHYS_INPUT_BUTTON_ATCK2(this) = true;
680 this.rocketjumptime = 0;
685 this.(weaponentity).m_switchweapon = WEP_DEVASTATOR;
687 PHYS_INPUT_BUTTON_ATCK(this) = true;
688 this.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
696 // If there is no goal try to move forward
697 if(this.goalcurrent==NULL)
698 CS(this).movement_x = maxspeed;
702 // If we are under water with no goals, swim up
704 if(this.goalcurrent==NULL)
707 if(this.waterlevel>WATERLEVEL_SWIMMING)
709 else if(this.velocity.z >= 0 && !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER))
710 PHYS_INPUT_BUTTON_JUMP(this) = true;
712 PHYS_INPUT_BUTTON_JUMP(this) = false;
713 makevectors(this.v_angle.y * '0 1 0');
714 CS(this).movement_x = dir * v_forward * maxspeed;
715 CS(this).movement_y = dir * v_right * maxspeed;
716 CS(this).movement_z = dir * v_up * maxspeed;
719 // if there is nowhere to go, exit
720 if (this.goalcurrent == NULL)
724 bool locked_goal = false;
725 if(this.goalentity && wasfreed(this.goalentity))
727 navigation_clearroute(this);
728 navigation_goalrating_timeout_force(this);
731 else if(this.goalentity.bot_pickup)
733 if(this.goalentity.bot_pickup_respawning)
735 if(this.goalentity.solid) // item respawned
736 this.goalentity.bot_pickup_respawning = false;
737 else if(time < this.goalentity.scheduledrespawntime - 10) // item already taken (by someone else)
739 if(checkpvs(this.origin, this.goalentity))
741 this.goalentity.bot_pickup_respawning = false;
742 navigation_clearroute(this);
743 navigation_goalrating_timeout_force(this);
747 else if(this.goalentity == this.goalcurrent)
748 locked_goal = true; // wait for item to respawn
750 else if(!this.goalentity.solid && !boxesoverlap(this.goalentity.absmin, this.goalentity.absmax, this.absmin, this.absmax))
752 if(checkpvs(this.origin, this.goalentity))
754 navigation_clearroute(this);
755 navigation_goalrating_timeout_force(this);
762 // optimize path finding by anticipating goalrating when bot is near a waypoint;
763 // in this case path finding can start directly from a waypoint instead of
764 // looking for all the reachable waypoints up to a certain distance
765 if(navigation_poptouchedgoals(this) && this.goalcurrent)
767 if(navigation_goalrating_timeout_can_be_anticipated(this))
768 navigation_goalrating_timeout_force(this);
772 // if ran out of goals try to use an alternative goal or get a new strategy asap
773 if(this.goalcurrent == NULL)
775 navigation_goalrating_timeout_force(this);
780 if(autocvar_bot_debug_goalstack)
781 debuggoalstack(this);
783 bool bunnyhop_forbidden = false;;
784 SET_DESTCOORDS(this.goalcurrent, this.origin, destorg);
786 // in case bot ends up inside the teleport waypoint without touching
787 // the teleport itself, head to the teleport origin
788 if(this.goalcurrent.wpisbox && boxesoverlap(this.goalcurrent.absmin, this.goalcurrent.absmax, this.origin + eZ * this.mins.z, this.origin + eZ * this.maxs.z))
790 bunnyhop_forbidden = true;
791 destorg = this.goalcurrent.origin;
792 if(destorg.z > this.origin.z)
793 PHYS_INPUT_BUTTON_JUMP(this) = true;
796 diff = destorg - this.origin;
798 dir = normalize(diff);
799 flatdir = diff;flatdir.z = 0;
800 flatdir = normalize(flatdir);
801 gco = (this.goalcurrent.absmin + this.goalcurrent.absmax) * 0.5;
803 //if (this.bot_dodgevector_time < time)
805 //this.bot_dodgevector_time = time + cvar("bot_ai_dodgeupdateinterval");
806 //this.bot_dodgevector_jumpbutton = 1;
807 evadeobstacle = '0 0 0';
810 this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
811 makevectors(this.v_angle.y * '0 1 0');
814 if(this.waterlevel>WATERLEVEL_SWIMMING)
816 if(!this.goalcurrent)
817 this.aistatus |= AI_STATUS_OUT_WATER;
818 else if(gco.z > this.origin.z)
819 PHYS_INPUT_BUTTON_JUMP(this) = true;
824 if(this.velocity.z >= 0 && !(this.watertype == CONTENT_WATER && gco.z < this.origin.z) &&
825 ( !(this.waterlevel == WATERLEVEL_WETFEET && this.watertype == CONTENT_WATER) || this.aistatus & AI_STATUS_OUT_WATER))
826 PHYS_INPUT_BUTTON_JUMP(this) = true;
828 PHYS_INPUT_BUTTON_JUMP(this) = false;
835 if(this.aistatus & AI_STATUS_OUT_WATER)
836 this.aistatus &= ~AI_STATUS_OUT_WATER;
838 // jump if going toward an obstacle that doesn't look like stairs we
839 // can walk up directly
840 offset = (vdist(this.velocity, >, 32) ? this.velocity * 0.2 : v_forward * 32);
841 tracebox(this.origin, this.mins, this.maxs, this.origin + offset, false, this);
842 if (trace_fraction < 1)
843 if (trace_plane_normal.z < 0.7)
846 tracebox(this.origin + stepheightvec, this.mins, this.maxs, this.origin + offset + stepheightvec, false, this);
847 if (trace_fraction < s + 0.01)
848 if (trace_plane_normal.z < 0.7)
851 tracebox(this.origin + jumpstepheightvec, this.mins, this.maxs, this.origin + offset + jumpstepheightvec, false, this);
852 if (trace_fraction > s)
853 PHYS_INPUT_BUTTON_JUMP(this) = true;
857 // if bot for some reason doesn't get close to the current goal find another one
858 if(!this.jumppadcount && !IS_PLAYER(this.goalcurrent))
859 if(!(this.goalcurrent.bot_pickup_respawning && this.goalcurrent_distance_z < 50 && this.goalcurrent_distance_2d < 50))
860 if(havocbot_checkgoaldistance(this, gco))
862 if(this.goalcurrent_distance_time < 0) // can't get close for the second time
864 navigation_clearroute(this);
865 navigation_goalrating_timeout_force(this);
869 vector dest = '0 0 0';
870 float dest_height = 0;
871 SET_TRACEWALK_DESTCOORDS(this.goalcurrent, this.origin, dest, dest_height);
872 if (!tracewalk(this, this.origin, this.mins, this.maxs, dest, dest_height, bot_navigation_movemode))
874 navigation_clearroute(this);
875 navigation_goalrating_timeout_force(this);
879 // give bot only another chance to prevent bot getting stuck
880 // in case it thinks it can walk but actually can't
881 this.goalcurrent_distance_z = FLOAT_MAX;
882 this.goalcurrent_distance_2d = FLOAT_MAX;
883 this.goalcurrent_distance_time = -time; // mark second try
886 // Check for water/slime/lava and dangerous edges
887 // (only when the bot is on the ground or jumping intentionally)
889 vector dst_ahead = this.origin + this.view_ofs + offset;
890 vector dst_down = dst_ahead - '0 0 3000';
891 traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
893 bool unreachable = false;
895 if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
896 if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
899 traceline(dst_ahead , dst_down, true, NULL);
900 //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
901 //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
902 if(trace_endpos.z < this.origin.z + this.mins.z)
904 s = pointcontents(trace_endpos + '0 0 1');
905 if (s != CONTENT_SOLID)
906 if (s == CONTENT_LAVA || s == CONTENT_SLIME)
907 evadelava = normalize(this.velocity) * -1;
908 else if (s == CONTENT_SKY)
909 evadeobstacle = normalize(this.velocity) * -1;
910 else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
912 // the traceline check isn't enough but is good as optimization,
913 // when not true (most of the time) this tracebox call is avoided
914 tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
915 if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
917 if (gco.z > this.origin.z + jumpstepheightvec.z)
919 // the goal is probably on an upper platform, assume bot can't get there
923 evadelava = normalize(this.velocity) * -1;
932 makevectors(this.v_angle.y * '0 1 0');
934 if(evadeobstacle || evadelava || (s == CONTENT_WATER))
936 this.aistatus |= AI_STATUS_DANGER_AHEAD;
937 if(IS_PLAYER(this.goalcurrent))
942 navigation_clearroute(this);
943 navigation_goalrating_timeout_force(this);
947 dodge = havocbot_dodge(this);
948 dodge = dodge * bound(0,0.5+(skill+this.bot_dodgeskill)*0.1,1);
949 evadelava = evadelava * bound(1,3-(skill+this.bot_dodgeskill),3); //Noobs fear lava a lot and take more distance from it
950 traceline(this.origin, ( ( this.enemy.absmin + this.enemy.absmax ) * 0.5 ), true, NULL);
951 if(IS_PLAYER(trace_ent))
952 dir = dir * bound(0,(skill+this.bot_dodgeskill)/7,1);
954 dir = normalize(dir + dodge + evadeobstacle + evadelava);
955 // this.bot_dodgevector = dir;
956 // this.bot_dodgevector_jumpbutton = PHYS_INPUT_BUTTON_JUMP(this);
959 if(time < this.ladder_time)
961 if(this.goalcurrent.origin.z + this.goalcurrent.mins.z > this.origin.z + this.mins.z)
963 if(this.origin.z + this.mins.z < this.ladder_entity.origin.z + this.ladder_entity.maxs.z)
968 if(this.origin.z + this.mins.z > this.ladder_entity.origin.z + this.ladder_entity.mins.z)
973 //dir = this.bot_dodgevector;
974 //if (this.bot_dodgevector_jumpbutton)
975 // PHYS_INPUT_BUTTON_JUMP(this) = true;
976 CS(this).movement_x = dir * v_forward * maxspeed;
977 CS(this).movement_y = dir * v_right * maxspeed;
978 CS(this).movement_z = dir * v_up * maxspeed;
980 // Emulate keyboard interface
982 havocbot_keyboard_movement(this, destorg);
985 //if(this.aistatus & AI_STATUS_ROAMING)
986 if(!bunnyhop_forbidden && this.goalcurrent)
987 if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
988 havocbot_bunnyhop(this, dir);
990 if ((dir * v_up) >= autocvar_sv_jumpvelocity*0.5 && (IS_ONGROUND(this))) PHYS_INPUT_BUTTON_JUMP(this) = true;
991 if (((dodge * v_up) > 0) && random()*frametime >= 0.2*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) PHYS_INPUT_BUTTON_JUMP(this) = true;
992 if (((dodge * v_up) < 0) && random()*frametime >= 0.5*bound(0,(10-skill-this.bot_dodgeskill)*0.1,1)) this.havocbot_ducktime=time+0.3/bound(0.1,skill+this.bot_dodgeskill,10);
995 entity havocbot_gettarget(entity this, bool secondary)
998 vector eye = CENTER_OR_VIEWOFS(this);
999 IL_EACH(g_bot_targets, boolean((secondary) ? it.classname == "misc_breakablemodel" : it.classname != "misc_breakablemodel"),
1001 vector v = CENTER_OR_VIEWOFS(it);
1002 if(vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1003 if(!best || vlen2(CENTER_OR_VIEWOFS(best) - eye) > vlen2(v - eye))
1004 if(bot_shouldattack(this, it))
1006 traceline(eye, v, true, this);
1007 if (trace_ent == it || trace_fraction >= 1)
1015 void havocbot_chooseenemy(entity this)
1017 if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
1024 if (!bot_shouldattack(this, this.enemy))
1026 // enemy died or something, find a new target
1028 this.havocbot_chooseenemy_finished = time;
1030 else if (this.havocbot_stickenemy)
1032 // tracking last chosen enemy
1033 // if enemy is visible
1034 // and not really really far away
1035 // and we're not severely injured
1036 // then keep tracking for a half second into the future
1037 traceline(this.origin+this.view_ofs, ( this.enemy.absmin + this.enemy.absmax ) * 0.5,false,NULL);
1038 if (trace_ent == this.enemy || trace_fraction == 1)
1039 if (vdist(((this.enemy.absmin + this.enemy.absmax) * 0.5) - this.origin, <, 1000))
1040 if (this.health > 30)
1042 // remain tracking him for a shot while (case he went after a small corner or pilar
1043 this.havocbot_chooseenemy_finished = time + 0.5;
1046 // enemy isn't visible, or is far away, or we're injured severely
1047 // so stop preferring this enemy
1048 // (it will still take a half second until a new one is chosen)
1049 this.havocbot_stickenemy = 0;
1052 if (time < this.havocbot_chooseenemy_finished)
1054 this.havocbot_chooseenemy_finished = time + autocvar_bot_ai_enemydetectioninterval;
1055 vector eye = this.origin + this.view_ofs;
1057 float bestrating = 100000000;
1060 int hf = this.dphitcontentsmask;
1062 // Search for enemies, if no enemy can be seen directly try to look through transparent objects
1064 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
1066 bool scan_transparent = false;
1067 bool scan_secondary_targets = false;
1068 bool have_secondary_targets = false;
1071 scan_secondary_targets = false;
1073 IL_EACH(g_bot_targets, it.bot_attack,
1075 if(!scan_secondary_targets)
1077 if(it.classname == "misc_breakablemodel")
1079 have_secondary_targets = true;
1083 else if(it.classname != "misc_breakablemodel")
1086 vector v = (it.absmin + it.absmax) * 0.5;
1087 float rating = vlen2(v - eye);
1088 if (vdist(v - eye, <, autocvar_bot_ai_enemydetectionradius))
1089 if (bestrating > rating)
1090 if (bot_shouldattack(this, it))
1092 traceline(eye, v, true, this);
1093 if (trace_ent == it || trace_fraction >= 1)
1096 bestrating = rating;
1101 if(!best && have_secondary_targets && !scan_secondary_targets)
1103 scan_secondary_targets = true;
1105 bestrating = 100000000;
1109 // I want to do a second scan if no enemy was found or I don't have weapons
1110 // TODO: Perform the scan when using the rifle (requires changes on the rifle code)
1111 if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
1113 if(scan_transparent)
1116 // Set flags to see through transparent objects
1117 this.dphitcontentsmask |= DPCONTENTS_OPAQUE;
1119 scan_transparent = true;
1122 // Restore hit flags
1123 this.dphitcontentsmask = hf;
1126 this.havocbot_stickenemy = true;
1127 if(best && best.classname == "misc_breakablemodel")
1128 this.havocbot_stickenemy = false;
1131 float havocbot_chooseweapon_checkreload(entity this, .entity weaponentity, int new_weapon)
1133 // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
1134 // so skip this for them, or they'll never get to reload their weapons at all.
1135 // this also allows bots under this skill to be more stupid, and reload more often during combat :)
1139 // if this weapon is scheduled for reloading, don't switch to it during combat
1140 if (this.(weaponentity).weapon_load[new_weapon] < 0)
1142 FOREACH(Weapons, it != WEP_Null, {
1143 if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
1144 return true; // other weapon available
1151 void havocbot_chooseweapon(entity this, .entity weaponentity)
1156 if(g_weaponarena_weapons == WEPSET(TUBA))
1158 this.(weaponentity).m_switchweapon = WEP_TUBA;
1162 // TODO: clean this up by moving it to weapon code
1163 if(this.enemy==NULL)
1165 // If no weapon was chosen get the first available weapon
1166 if(this.(weaponentity).m_weapon==WEP_Null)
1167 FOREACH(Weapons, it != WEP_Null, {
1168 if(client_hasweapon(this, it, weaponentity, true, false))
1170 this.(weaponentity).m_switchweapon = it;
1177 // Do not change weapon during the next second after a combo
1178 float f = time - this.lastcombotime;
1183 float distance; distance=bound(10,vlen(this.origin-this.enemy.origin)-200,10000);
1185 // Should it do a weapon combo?
1186 float af, ct, combo_time, combo;
1188 af = ATTACK_FINISHED(this, 0);
1189 ct = autocvar_bot_ai_weapon_combo_threshold;
1191 // Bots with no skill will be 4 times more slower than "godlike" bots when doing weapon combos
1192 // Ideally this 4 should be calculated as longest_weapon_refire / bot_ai_weapon_combo_threshold
1193 combo_time = time + ct + (ct * ((-0.3*(skill+this.bot_weaponskill))+3));
1197 if(autocvar_bot_ai_weapon_combo)
1198 if(this.(weaponentity).m_weapon.m_id == this.(weaponentity).lastfiredweapon)
1202 this.lastcombotime = time;
1205 distance *= (2 ** this.bot_rangepreference);
1207 // Custom weapon list based on distance to the enemy
1208 if(bot_custom_weapon){
1210 // Choose weapons for far distance
1211 if ( distance > bot_distance_far ) {
1212 for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
1213 w = bot_weapons_far[i];
1214 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1216 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1218 this.(weaponentity).m_switchweapon = Weapons_from(w);
1224 // Choose weapons for mid distance
1225 if ( distance > bot_distance_close) {
1226 for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
1227 w = bot_weapons_mid[i];
1228 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1230 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1232 this.(weaponentity).m_switchweapon = Weapons_from(w);
1238 // Choose weapons for close distance
1239 for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
1240 w = bot_weapons_close[i];
1241 if ( client_hasweapon(this, Weapons_from(w), weaponentity, true, false) )
1243 if ((this.(weaponentity).m_weapon.m_id == w && combo) || havocbot_chooseweapon_checkreload(this, weaponentity, w))
1245 this.(weaponentity).m_switchweapon = Weapons_from(w);
1252 void havocbot_aim(entity this)
1254 if (time < this.nextaim)
1256 this.nextaim = time + 0.1;
1257 vector myvel = this.velocity;
1258 if (!this.waterlevel)
1260 if(MUTATOR_CALLHOOK(HavocBot_Aim, this)) { /* do nothing */ }
1261 else if (this.enemy)
1263 vector enemyvel = this.enemy.velocity;
1264 if (!this.enemy.waterlevel)
1266 lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
1269 lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
1272 bool havocbot_moveto_refresh_route(entity this)
1274 // Refresh path to goal if necessary
1276 wp = this.havocbot_personal_waypoint;
1277 navigation_goalrating_start(this);
1278 navigation_routerating(this, wp, 10000, 10000);
1279 navigation_goalrating_end(this);
1280 return (this.goalentity != NULL);
1283 float havocbot_moveto(entity this, vector pos)
1287 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
1289 // Step 4: Move to waypoint
1290 if(this.havocbot_personal_waypoint==NULL)
1292 LOG_TRACE("Error: ", this.netname, " trying to walk to a non existent personal waypoint");
1293 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_GOING;
1294 return CMD_STATUS_ERROR;
1297 if (!bot_strategytoken_taken)
1298 if(this.havocbot_personal_waypoint_searchtime<time)
1300 bot_strategytoken_taken = true;
1301 if(havocbot_moveto_refresh_route(this))
1303 LOG_TRACE(this.netname, " walking to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts)");
1304 this.havocbot_personal_waypoint_searchtime = time + 10;
1305 this.havocbot_personal_waypoint_failcounter = 0;
1309 this.havocbot_personal_waypoint_failcounter += 1;
1310 this.havocbot_personal_waypoint_searchtime = time + 2;
1311 if(this.havocbot_personal_waypoint_failcounter >= 30)
1313 LOG_TRACE("Warning: can't walk to the personal waypoint located at ", vtos(this.havocbot_personal_waypoint.origin));
1314 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1315 delete(this.havocbot_personal_waypoint);
1316 return CMD_STATUS_ERROR;
1319 LOG_TRACE(this.netname, " can't walk to its personal waypoint (after ", ftos(this.havocbot_personal_waypoint_failcounter), " failed attempts), trying later");
1323 if(autocvar_bot_debug_goalstack)
1324 debuggoalstack(this);
1327 vector dir = '0 0 0';
1328 SET_DESTCOORDS(this.goalcurrent, this.origin, dir);
1329 dir = dir - (this.origin + this.view_ofs);
1331 bot_aimdir(this, dir, -1);
1334 havocbot_movetogoal(this);
1336 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_REACHED)
1338 // Step 5: Waypoint reached
1339 LOG_TRACE(this.netname, "'s personal waypoint reached");
1340 delete(this.havocbot_personal_waypoint);
1341 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_REACHED;
1342 return CMD_STATUS_FINISHED;
1345 return CMD_STATUS_EXECUTING;
1348 // Step 2: Linking waypoint
1349 if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_LINKING)
1351 // Wait until it is linked
1352 if(!this.havocbot_personal_waypoint.wplinked)
1354 LOG_TRACE(this.netname, " waiting for personal waypoint to be linked");
1355 return CMD_STATUS_EXECUTING;
1358 this.havocbot_personal_waypoint_searchtime = time; // so we set the route next frame
1359 this.aistatus &= ~AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1360 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_GOING;
1362 // Step 3: Route to waypoint
1363 LOG_TRACE(this.netname, " walking to its personal waypoint");
1365 return CMD_STATUS_EXECUTING;
1368 // Step 1: Spawning waypoint
1369 wp = waypoint_spawnpersonal(this, pos);
1372 LOG_TRACE("Error: Can't spawn personal waypoint at ",vtos(pos));
1373 return CMD_STATUS_ERROR;
1376 this.havocbot_personal_waypoint = wp;
1377 this.havocbot_personal_waypoint_failcounter = 0;
1378 this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
1380 // if pos is inside a teleport, then let's mark it as teleport waypoint
1381 IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
1383 wp.wpflags |= WAYPOINTFLAG_TELEPORT;
1384 this.lastteleporttime = 0;
1388 if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
1389 print("routing to a teleporter\n");
1391 print("routing to a non-teleporter\n");
1394 return CMD_STATUS_EXECUTING;
1397 float havocbot_resetgoal(entity this)
1399 navigation_clearroute(this);
1400 return CMD_STATUS_FINISHED;
1403 void havocbot_setupbot(entity this)
1405 this.bot_ai = havocbot_ai;
1406 this.cmd_moveto = havocbot_moveto;
1407 this.cmd_resetgoal = havocbot_resetgoal;
1409 havocbot_chooserole(this);
1412 vector havocbot_dodge(entity this)
1414 // LordHavoc: disabled because this is too expensive
1419 float danger, bestdanger, vl, d;
1422 // check for dangerous objects near bot or approaching bot
1423 head = findchainfloat(bot_dodge, true);
1426 if (head.owner != this)
1428 vl = vlen(head.velocity);
1429 if (vl > autocvar_sv_maxspeed * 0.3)
1431 n = normalize(head.velocity);
1432 v = this.origin - head.origin;
1434 if (d > (0 - head.bot_dodgerating))
1435 if (d < (vl * 0.2 + head.bot_dodgerating))
1437 // calculate direction and distance from the flight path, by removing the forward axis
1438 v = v - (n * (v * n));
1439 danger = head.bot_dodgerating - vlen(v);
1440 if (bestdanger < danger)
1442 bestdanger = danger;
1443 // dodge to the side of the object
1444 dodge = normalize(v);
1450 danger = head.bot_dodgerating - vlen(head.origin - this.origin);
1451 if (bestdanger < danger)
1453 bestdanger = danger;
1454 dodge = normalize(this.origin - head.origin);